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What do you think?

Just came here from F3! Among the games featured, this one looked pretty promising and I wanted to give it a try. I like the sprite style here, as well as the clever use of Mario powerups and enemies, however I had a few critiques of the gameplay.

My main critique is that all the levels in this first world felt really slow. They took a long time to complete, and there was not a lot going on. There was a lot of large breaks between enemy waves, and I could effortlessly mow them down with flowers before having to wait again. Even without using the brick blocks in the third level, that level was easily cleared. Granted, the levels in the first world don't need to be too hard, but they feel like they take way too long to complete for how few enemies you need to deal with, all of the beginner levels could've worked with half their length, with twice as many enemies. It was really accentuated in the bob-omb minigame. It's a nice idea for a wall-nut bowling-like minigame, but it's very slowly paced and offers less depth than the original.

In comparison, I thought the boss at the end against Boom Boom was much better paced: you have to balance between coin production, placing projectile launchers, and working out how to use your resources to defeat the thick enemy hordes he sends out. By the time you're dealing with them easily, you have enough firepower to knock down the boss and end the stage.

A few minor things, having to click on each individual coin that popped up got somewhat annoying, the ability to automatically pick them up while holding down the mouse button would be nice. The recharge bar for how often you can place a plant only showing the end of the recharge timer instead of the entire recharge time is also a bit strange.

Lastly, a visual indicator for a projectile hitting an enemy would look way nicer than the projectile just disappearing on contact. Having the projectile perhaps bounce back a bit or combust would look nice, or maybe having the enemy flash red? The sound indicator worked fine in-game, but the lack of a visual indicator looked really out of place watching the trailer.

I realize this demo is 9 months old, and a few of my concerns have probably been worked on between then and now, I just wanted to voice my opinion just from playing it now. This project does seem really cool, and I like the idea of having a level editor, even though I didn't really check it out. I would love to return to this one once Worlds 2 and 3 are released. Cool stuff so far!

Estuvo muy bueno espero reciban mas apoyo.

This game is amazing for what it currently is! i cant wait for the full game to drop. as rudy has sais already, the first few waves where slow but to me it still felt pretty fun.

the game was epic i made a hard level and i nearly lost but the game is literally a masterpiece i should have recorded a gameplay

Port of android?

imagen_2023-07-15_102439743.png

Mushrooms Vs Goombas is an Mario Tower Defense Fangame inspired by Plants Vs Zombies.


The Game started as a simple concept of a PVZ-Mario Fangame, as for now i have planned to include 8 worlds and a Custom Endless Mode, there is not much history about this game since is too new.

If you want to support you can do it via my Youtube channel.

Join the official Discord game server!


Controls:

Sorry, the goombas ate the controls section :(

(In the Pre-Alpha version, right click on a mushroom to delete it)


#fangame #SuperMario #PlantsVsZombies



all-ages
Mild Cartoon Violence
Mild Fantasy Violence
Mild Realistic Violence

Beta Stage (PC & Android) - (1.0.0) Release

World 4 Update (PC & Android) - (1.0.2) Release

World 4 Update - (23.11.20) Release

World 4 Preview - Mushrooms Vs Goombas Devlog

World 2 & 3 Update - 1.0.0 Release